#version 460


layout (location = 0) in vec4 InColor;
layout (location = 1) in vec2 InCenter;
layout (location = 2) in float InRadius;

layout (location = 0) out vec4 OutColor;

void main()
{
    float dist = length(gl_FragCoord.xy - InCenter);
    if (dist > InRadius)
    {
        discard;
    }
   
    OutColor = InColor;
}
